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I've outdone myself once more!

Blogs > IskatuMesk
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IskatuMesk
Profile Blog Joined October 2008
Canada969 Posts
Last Edited: 2010-06-30 01:06:17
June 30 2010 01:05 GMT
#1
So, a gentleman released an update MDX importer for 3ds max. Warcraft 3 has been plagued with virtually no modding-oriented individuals much less individuals with development skills to produce such tools. So, the game has been forever dependent on an ancient mdx importer that only worked for max 4.1 and 5 - those don't even work on Vista or Windows 7.

For the longest time I have wanted a Proto Drake (from WoW) in my AoW2 mod. I have a model of the Proto Drake from Lick King beta - it lacks some of the updates the release model has, like eyes, but it'd work fine for what I need it for.

Surely enough, with a bit of work and pain, I was able to get it into 3ds max. By a stroke of luck the beta model's UV's never changed, so I could put the release textures on it; the beta textures are really awful.

With some time and elbow grease I have something to show for my efforts:

[image loading]

However, as I wrapped up rendering the animations, I came across an issue.

In WoW, the flying death animations for dragons have three parts - Enter death, where the animation enters a state of falling, and falling, which loops, and then when it hits the ground. Due to the immensely confusing and messy way the animations get globally introduced, I have to use the importer's m3 (Starcraft 2) conversion function to list the animations and go through them that way. I also have to timescale the animations - when imported the Proto Drake has around 800k frames, only 200k of which actually contain data, and 150k of which is just transition blending from War3's format and are totally useless.

This ultimately meant that I did not have a functional death anim because the people who port these models to wc3 don't tend to ever put any work into tidying up the animations, one of the reasons why people are reluctant to use the model that is exceptionally large as a result in their map. For me, size is no issue, but I know nothing of animations and couldn't fix this.

So, HKS randomly suggested over vent to have it shatter like the old-school 3d animations (Shadow Raiders, Beast Wars). With previous experience in dealing in shattering huge objects (A 100k poly terran battlecruiser) I felt up to the challenge.

It took some time to feel my way around and figure out what I actually needed to use for creating particles out of the drake's body (PArray), but eventually I got out my very first render with a basic animation.

[image loading]

I was giggling from the start. Completely unrealistic and outrageous, plus the pieces went well outside the frame boundary. With some refinement and adding the rest of the body, I got this:

[image loading]

Give or take some spamming of Drag warps and playing with the bomb itself, I finally perfected the shrapnel.

[image loading]


So, somehow a big dragon turns into pieces of glass that stab perfectly into the ground. This isn't really too far outside the bounds of the LoL universe, so I just smiled and went with it.

The time came for the best part - the blood! This was territory totally new for me, but I knew max somehow had the ability to make something like a liquid, which all those old animations used for magma and such. The answer laid in Blobmesh and a ParticleFlow object.

[image loading]

For some reason a gigantic red chunk was appearing and not actually blobbing. That's because of some damn particle in the array not getting turned into a blob - I managed to find one out of a billion options that made them invisible but left the blobs visible.

After perfecting the animation I then ran into this weird problem. The gif is a bit screwed up, try to ignore that.

[image loading]


Somehow a bunch of weird geometry made its way into the scene when I had changed NOTHING and was visible even though it was hidden! Being so clueless in max I just accepted this as something occuring due to my ineptitude and simply deleted the objects. I then got this.

[image loading]

Buahahah! Okay, it's way too thick and globby and not very blood-like, but any thinner and more liquidy and it'd keep rolling out of the frame boundary and thus get clipped out ingame. I was satisfied with a job well done and learned something new in 3d work for the first time in 4-5 years. A job well done.

Also the scene looks like a disaster now.

[image loading]

I'm just happy I was finally able to break out and do something new for the first time in years.

****
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
June 30 2010 01:09 GMT
#2
lol, that's awesome. gj
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
Saracen
Profile Blog Joined December 2007
United States5139 Posts
June 30 2010 01:10 GMT
#3
Looks amazing.
404.Delirium
Profile Joined May 2008
United States1190 Posts
June 30 2010 01:13 GMT
#4
I have no idea what's really going on but it looks rad and skilled

Good work
seriously next disrespectful comment in this blog is ip ban. Be happy or get the hell out. // SC2 is like playing with neutral-colored Play-Doh while BW is like colorful Legos.
seRapH
Profile Blog Joined April 2009
United States9808 Posts
June 30 2010 01:14 GMT
#5
5/5

its not a death animation. its a dragon transforming into a well of blood!
boomer hands
Ursadon-n-Pals
Profile Blog Joined November 2009
United States928 Posts
June 30 2010 01:21 GMT
#6
Haha... that looks crazy awesome. Great stuff.
Nothing worth having comes easy.
ZaplinG
Profile Blog Joined February 2005
United States3818 Posts
June 30 2010 01:26 GMT
#7
haha thats pretty sweet
Don't believe the florist when he tells you that the roses are free
KasPra
Profile Blog Joined May 2009
Estonia983 Posts
June 30 2010 01:29 GMT
#8
Iskatumesk, you are awesome! Ive tried this myself and its pretty hard imo.
minus_human
Profile Blog Joined November 2006
4784 Posts
June 30 2010 01:29 GMT
#9
Great work, I admire your passion<3
Kouda
Profile Blog Joined November 2009
United States2205 Posts
June 30 2010 01:31 GMT
#10
You gotta keep updating us on your mod posts. I loved reading about the last one. It was actually very interesting.
Abenson
Profile Blog Joined December 2009
Canada4122 Posts
June 30 2010 01:32 GMT
#11
Whoa!
Looks great
Good stuff :D
IskatuMesk
Profile Blog Joined October 2008
Canada969 Posts
June 30 2010 01:35 GMT
#12
On June 30 2010 10:31 Kouda wrote:
You gotta keep updating us on your mod posts. I loved reading about the last one. It was actually very interesting.


I've got a bigger post about halfway written out that I haven't worked on for a while. I'll probably get to finishing it sooner.
minus_human
Profile Blog Joined November 2006
4784 Posts
June 30 2010 01:36 GMT
#13
Please do!
IskatuMesk
Profile Blog Joined October 2008
Canada969 Posts
June 30 2010 01:40 GMT
#14
... Oh. Apparently that was the post that got vaporized when firefox randomly decided not to save the data and I was like "Hey, what was on TL I was posting...? Hmm..."

Well drats.

I can just re-write it though.
Bockit
Profile Blog Joined November 2004
Sydney2287 Posts
June 30 2010 01:45 GMT
#15
That was a really cool process to read, thanks

I'm guessing you use some kind of maths to disperse the polygons. Is it possible to introduce some variance in the distance they spread? The effect looks incredibly awesome don't get me wrong, I just wonder if it could be improved further by removing the uniformity. Unless that's what you're going for.

Actually looking back at the pictures I dunno if it's that big a deal.
Their are four errors in this sentance.
IskatuMesk
Profile Blog Joined October 2008
Canada969 Posts
June 30 2010 01:56 GMT
#16
I don't know anything of math, but there are settings I can play with.

Uniformity was one of the things I was playing around with, but the problem with increasing variance is that more and more pieces would fly outside of the frame. This is something I try to avoid as much as possible, even in something as comical and silly as this. If I re-render the graphic I'll look into it again, but I've already spent so much time on it I didn't feel like working that out right now.
intrigue
Profile Blog Joined November 2005
Washington, D.C9935 Posts
June 30 2010 02:39 GMT
#17
hey, that's fucking awesome to see. i really like these step by step demonstrations. it's quite remarkable how little i know about making... anything on the computer, so i appreciate these a lot =]
Moderatorsloppy little slug
IskatuMesk
Profile Blog Joined October 2008
Canada969 Posts
June 30 2010 02:50 GMT
#18
If you like step-by-step you'll love Part 2 of The Making Of which should come late tonight.
Piste
Profile Blog Joined July 2006
6183 Posts
Last Edited: 2010-06-30 02:53:11
June 30 2010 02:51 GMT
#19
That "animal" sure looks cool! The death animation isn't something I would expect from professionally released game from big game maker companies, but heck, if I wanted to create something like that I'd had even no idea where to start! Damn great job man. Must have been a ton of work to get you there.

edit: Damn the death animation still looks friggin cool.
Masamune
Profile Joined January 2007
Canada3401 Posts
Last Edited: 2010-06-30 03:32:21
June 30 2010 03:31 GMT
#20
haha that was really cool! I haven't a single clue how to do any of these animations but it was interesting reading through the process!!

oh yeah... 5 stars!
Bockit
Profile Blog Joined November 2004
Sydney2287 Posts
June 30 2010 06:13 GMT
#21
On June 30 2010 10:56 IskatuMesk wrote:
I don't know anything of math, but there are settings I can play with.

Uniformity was one of the things I was playing around with, but the problem with increasing variance is that more and more pieces would fly outside of the frame. This is something I try to avoid as much as possible, even in something as comical and silly as this. If I re-render the graphic I'll look into it again, but I've already spent so much time on it I didn't feel like working that out right now.


Ahh I see why now. Yeah good call on your part.
Their are four errors in this sentance.
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